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ashton324

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About ashton324

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    Lance Corporal

core_pfieldgroups_3

  • Occupation
    Combat Medic

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  • Biography
    Im a combat medic serving with the British Army
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    http://beta.xfire.com/profile/ashton324/
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    http://steamcommunity.com/profiles/76561197992053959

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  1. ashton324

    S & S

    PM sent dude
  2. ashton324

    S & S

    So just tested and with my config.cpp patch if you load without TFAR it causes no issues or errors with the backpacks, and thats without it checking for TFAR. If you enable TFAR then it converts the backpacks into usable radios, so it all seems to be working as intended. How do you want me to get the config.cpp source file to you?
  3. ashton324

    S & S

    I can make it so it looks for TFAR before and then if TFAR is there it enables the patch
  4. ashton324

    S & S

    I have just created a cfg patch for TFAR, all the radio backpacks are now working.. want the source config.cpp? Or shall I just release as a compatibility patch for you?
  5. ashton324

    S & S

    Will the Radios be made compatible with TFAR? When picking the radio backpack and trying to use TFAR no interface comes up..
  6. ashton324

    Custom Arsenal Ammobox issue

    Thanks for the reply, So it would look something like this? init = "(_this select 0) call ace_arsenal_fnc_initBox; [ ""AmmoboxInit"", [ _this, true, {(_this distance _target) < 10} ] ] call BIS_fnc_arsenal;"; Or do I need the _this select 0 prior to the bracket before the Ammoboxinit? Thanks
  7. Hi, I have made a custom ammobox mod, basically when you spawn the ammobox it already has a pre defined init in the cfgVehicles.hpp which allows you to access the ACE Arsenal (This is working) and also gives you an option to access the BIS Arsenal. The BIS Arsenal part is not working, I get no option to access the arsenal, I have tried multiple combinations but cannot get it to work. Any ideas? Code below for the init in the cfgVehicles.hpp file, the box is the B_supplyCrate_F. { init = "(_this select 0) call ace_arsenal_fnc_initBox; [ ""AmmoboxInit"", [ ammoBox, true, {(_this distance _target) < 10} ] ] call BIS_fnc_arsenal;"; }; Thanks
  8. ashton324

    Server Locking Up

    Anyone able to help?
  9. Hi Guys, We have a dedicated server based in Germany which is running Server 2012 R2 x64 with 32gb RAM, i7 3770 and on a 1gbps network connection. However, recently about an hour into the server been used by 15-20 people the server will lock up and people are seen to just be running on the spot and no movement happens on the server. No Desync icon appears and it does not appear to desync it just locks up. When I view the ARMA server console while this happens it seems to be up and working fine. After around 5-10 minutes the lockup clears and everyone can play on fine. I have at one point had a virtual memory issue which caused the same thing to happen so I doubled the virtual ram for the ARMA server. This seem to have stabilized things but now the issue has returned but with no obvious cause. I have attached the latest RPT file in which this happened and also the config file for the server. RPT File - https://drive.google.com/file/d/13T5Jl2GuZ0TVXdHy2Cj2isr-9-VTSX-r/view?usp=sharing Server Config - https://drive.google.com/file/d/1VJ9JFUDRrqeNPtNNm9KUJ9Cl5mo8Zc9C/view?usp=sharing Latest MDMP File - https://drive.google.com/file/d/1PsC0Ef1zhDBdxtLhjPDhI4eW9UawPOMB/view?usp=sharing Latest BiDMP File - https://drive.google.com/file/d/1AnmrKq-ImHruji9SbyppboEXigjV5hO5/view?usp=sharing Anyone have any ideas what might be causing this? Scanning through the RPT file I can see errors which state it was trying to send a too large non-guaranteed message and then it says message not sent. Thanks.
  10. Hi Guys, I have recently been playing around with the 'Advanced Fatigue' Module to try and replicate 'Real Life' stamina for our unit. However, across multiple custom made missions and on different maps the fatigue module seems to have no effect. It seems as the default ARMA 3 Fatigue is over riding it? Also, it seems that once you loose Stamina it either takes and incredibly long time to recover, or does not recover at all. It's worth nothing this seems to have happened after the Tac Ops update. We are running the latest CBA, ACE3 and ARMA3 on a Windows Server 2012 R2 x64 box. For instance, I set the following values.. Terrain Gradient Factor: 1 Recovery Factor: 5 Load Factor: 1 Performance Factor: 4 And saw no changes within in game on our dedi server. So I dramatically changed the values to see if I was being stupid or just didn't see the change. I then used these values. Terrain Gradient Factor: 2 Recovery Factor: 15 Load Factor: 2 Performance Factor: 6 And once again saw not changes, if anything, what I saw was that the Stamina bar depleted but never refilled. Am I missing something or is this and issue? I have checked your Issue Tracker on GitHub but cannot find an open Issue for this. Thanks.
  11. Ahh right okay then! Thanks for advising me anyway :)
  12. Hi Eggbeast, thanks for the reply dude.. Would this be a fix on your mod side of things or something I am able to implement mission/server side? Thanks again dude
  13. Hi Guys, Seem to have a bug/issue when using Zeus with Unsung, I have tested this out on both a dedi server and a local other people have also tested but we still have the same issue. Basically when in the Zeus editor I can place down single units from Unsung but when i go to compositions and try placing down a group i get the icons but clicking has no effect so no groups are placed down. The full mod list used on the server is below. I have also replicated this problem by using just the unsung mod by itself. The Zeus module placed down in the editor is also set to All Official and Unofficial Addons. EDIT: I have also tried on both the Nam map and also the included Unsung maps, same problem occurs. Unsung 3.1D ACE ACEX Enhanced Movement Immersion Cigs Mao Anims Sway Fix Nam Map Medium Utility Helicopters Splendid Smoke STUI Task Force Radio Taw ViewDistance ASR AI Does anyone have any idea why this issue is occurring or a fix for the issue? Thanks for the help
  14. Hi Terox, Thanks for the reply, sorry I forgot them details. We have around 20-25 people on the server, as this is a operation server for our unit. So we run alot of mission which are Zeus'd. In terms of commenting out the mission section, I just removed the mission name for this post. There is a mission name there on the server and it loads correctly. I will implement the changes you have mentioned and let you know how I get on. Thanks for your help dude
  15. Hi Guys, I have recently run into a problem while running an Arma 3 Dedicated server. It does have a number of mods activated but the same issue happens with or without mods. The specs of the server are listed below. OS: Server 2012 R2 x64 Standard Arma 3 Dedi Version: 1.66.139586 Public Stable Running on a dedicated serer from Hetzner, I7 3770, 32gb DDR3 RAM and 1Gbps connection. It is running along side no other servers that use steam, using Windows Firewall with both arma3server.exe allowed through, steam allowed through and the ports for the servers are also opened. When players are in the server they will randomly get "No message received" this normally clears after 10+ seconds and they can resume playing with no desync. This happens at random times with no pattern, however, it normally occurs atleast once every 10 minutes. Upon checking the RPT I found these entries which collate to the same time as the message appeared 23:33:16 Server: Network message bcb0c is pending 23:33:16 Server: Network message bcb62 is pending 23:33:16 Server: Network message bcb98 is pending 23:33:16 Server: Network message bcba1 is pending 23:33:16 Server: Network message bcbad is pending 23:33:16 Server: Network message bcbdc is pending 23:33:16 Server: Network message bcc75 is pending 23:33:17 Server: Network message bcd22 is pending 23:33:17 Server: Network message bce16 is pending 23:33:18 Server: Network message bce51 is pending 23:33:18 Server: Network message bce5d is pending 23:33:18 Server: Network message bcf76 is pending 23:33:19 Server: Network message bd0ee is pending 23:33:19 Server: Network message bd0fb is pending 23:33:23 Server: Network message bd5fd is pending 23:33:23 Server: Network message bd638 is pending 23:33:23 Server: Network message bd6f1 is pending 23:33:24 Server: Network message bd798 is pending 23:33:25 Server: Network message bda18 is pending 23:33:27 Server: Network message bdd17 is pending 23:33:30 Server: Network message be4c8 is pending 23:33:30 Server: Network message be4c9 is pending 23:33:30 Server: Network message be4c9 is pending 23:33:30 Server: Network message be4cb is pending 23:33:30 Server: Network message be4e1 is pending 23:33:30 Server: Network message be4e2 is pending 23:33:30 Server: Network message be4e3 is pending 23:33:31 Server: Network message be56d is pending 23:33:31 Server: Network message be56e is pending 23:33:31 Server: Network message be56f is pending And then a few minutes later I got the following errors 23:37:12 Server: Network message ceb9e is pending 23:37:12 Server: Network message ceb9e is pending 23:37:12 Server: Network message cebaf is pending 23:37:12 Server: Network message cebaf is pending 23:37:12 Server: Network message cebc2 is pending 23:37:12 Server: Network message cebc2 is pending 23:37:12 Server: Network message cebce is pending 23:37:12 Server: Network message cebe0 is pending 23:37:12 Server: Network message cebe0 is pending 23:37:12 Server: Network message cebe0 is pending 23:37:12 Server: Network message cebe1 is pending 23:37:12 Server: Network message cebf5 is pending 23:37:12 Server: Network message cec02 is pending 23:37:12 Server: Network message cec20 is pending 23:37:12 Server: Network message cec9e is pending 23:37:12 Server: Network message cecad is pending 23:37:13 Server: Network message cecf6 is pending 23:37:13 Server: Network message ced24 is pending 23:37:13 Server: Network message ced3b is pending 23:37:13 Server: Network message ced3b is pending 23:37:13 Server: Network message ced5f is pending 23:37:13 Server: Network message ced5f is pending 23:37:14 Server: Network message cedfc is pending 23:37:14 Server: Network message cee07 is pending 23:37:14 Server: Network message cee1a is pending 23:37:14 Server: Network message ceeb5 is pending 23:37:15 Server: Network message ceff3 is pending 23:37:16 Server: Network message cf0f5 is pending 23:37:17 Server: Network message cf1f3 is pending 23:37:17 Server: Network message cf207 is pending 23:37:18 Server: Network message cf2ac is pending 23:37:18 Server: Network message cf2bb is pending 23:37:18 Server: Network message cf34f is pending 23:37:18 Server: Network message cf3a6 is pending Server Config: // GLOBAL SETTINGS hostname = "******" // The name of the server that shall be displayed in the public server list password = "*****"; // Password for joining, eg connecting to the server passwordAdmin = "*****"; // Password to become server admin. When you're in Arma MP and connected to the server, type '#login xyz' serverCommandPassword = "******"; // Password required by alternate syntax of [[serverCommand]] server-side scripting. logFile = "server.log"; // Tells ArmA-server where the logfile should go and what it should be called // WELCOME MESSAGE ("message of the day") // It can be several lines, separated by comma // Empty messages "" will not be displayed at all but are only for increasing the interval motd[] = { "", "", "", "", "", "", "", "", "" }; motdInterval = 5; // Time interval (in seconds) between each message // JOINING RULES checkfiles[] = {}; // Outdated. maxPlayers = 40; // Maximum amount of players. Civilians and watchers, beholder, bystanders and so on also count as player. kickDuplicate = 1; // Each ArmA version has its own ID. If kickDuplicate is set to 1, a player will be kicked when he joins a server where another player with the same ID is playing. verifySignatures = 0; // Verifies .pbos against .bisign files. Valid values 0 (disabled), 1 (prefer v2 sigs but accept v1 too) and 2 (only v2 sigs are allowed). equalModRequired = 0; // Outdated. If set to 1, player has to use exactly the same -mod= startup parameter as the server. // VOTING voteMissionPlayers = 1; // Tells the server how many people must connect so that it displays the mission selection screen. voteThreshold = 0.33; // 33% or more players need to vote for something, for example an admin or a new map, to become effective // INGAME SETTINGS disableVoN = 1; // If set to 1, Voice over Net will not be available vonCodecQuality = 20; // since 1.62.95417 supports range 1-20 //since 1.63.x will supports range 1-30 //8kHz is 0-10, 16kHz is 11-20, 32kHz is 21-30 persistent = 1; // If 1, missions still run on even after the last player disconnected. timeStampFormat= "short"; // Set the timestamp format used on each report line in server-side RPT file. Possible values are "none" (default),"short","full". BattlEye = 0; // Server to use BattlEye system allowedLoadFileExtensions[] = {"hpp","sqs","sqf","fsm","cpp","paa","txt","xml","inc","ext","sqm","ods","fxy","lip","csv","kb","bik","bikb","html","htm","biedi"}; //only allow files with those extensions to be loaded via loadFile command (since Arma 3 build 1.19.124216) allowedPreprocessFileExtensions[] = {"hpp","sqs","sqf","fsm","cpp","paa","txt","xml","inc","ext","sqm","ods","fxy","lip","csv","kb","bik","bikb","html","htm","biedi"}; //only allow files with those extensions to be loaded via preprocessFile/preprocessFileLineNumber commands (since Arma 3 build 1.19.124323) allowedHTMLLoadExtensions[] = {"htm","html","xml","txt"}; //only allow files with those extensions to be loaded via HTMLLoad command (since Arma 3 build 1.27.126715) // SCRIPTING ISSUES onUserConnected = ""; onUserDisconnected = ""; doubleIdDetected = ""; // SIGNATURE VERIFICATION onUnsignedData = "kick (_this select 0)"; // unsigned data detected onHackedData = "kick (_this select 0)"; // tampering of the signature detected onDifferentData = ""; // data with a valid signature, but different version than the one present on server detected // MISSIONS CYCLE (see below) class Missions { class Mission1 { template="*******.Altis"; difficulty="Custom"; }; }; // An empty Missions class means there will be no mission rotation missionWhitelist[] = {}; //an empty whitelist means there is no restriction on what missions' available language="English"; Maxbandwidth=1073741824; Minbandwidth=107374182; MaxMsgSend=1024; MaxSizeGuaranteed=1300; MaxSizeNonguaranteed=1000; MinErrorToSend=0.003; MaxCustomFileSize=100000; Windowed=0; serverLongitude=0; serverLatitude=52; serverLongitudeAuto=0; serverLatitudeAuto=52; I have also allowed NAT through Windows Firewall to see if this could be the issue. Anybody have any suggestions or pointers as to what we could do to resolve this? Thanks guys
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